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PokeMMO server Pokemon Code Generator

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Okay, so i got a little bit bored and since peopel seem to have a fair bit of interest in teh PokeMMO (http://forum.ragezone.com/f705/pokemmo-server-client-browserbased-878301/) source, i decided to make a small tool to help those who want to create pokemon. Mind you this was made within about 10 mins, there may be problems just tell me.

I've got a simple version plan below, may go 100% according to that, dependent on which features you want first.
download links:

version 1.0:
version 1.1:

Latest Version: 1.1
Features:
-All of version 1.0
-Produced code follows similar style (not 100% yet)
-New layout to make it easier to use/understand, removed some buttons and added to menu (increased space for more TM/HM and moves.

TIP:
The 'edit' menu does not do anything, i was currently in the making of doing stuff for the learnset, around 35% done so far.

Version: 1.0
Features:
-User can input pokemon identity information, and the program will generate the code for the corresponding files

Updates ready for next version:


Updates to come:
-All moves added as a list, so you can select them from drop down
-Ability to 'add' moves to the current database of the program.
-Will generate the code for you to add any moves added.
-Able to view database of all moves, click to load a move (shows you code, you have ability to edit this and once edited, you can save that move to the database and this will also export you a new moves.json file to use)
-Able to do the same as moves with TMs, HMs and items.
-all features that are limited to what they should be (experienceCurve, genderRatio, Types, etc) will be limited to all possibilities that are available.


Version 1.1 Screens:
6zOXV - PokeMMO server Pokemon Code Generator - RaGEZONE Forums

Version 1.0 Screens:
DeathLord17 - PokeMMO server Pokemon Code Generator - RaGEZONE Forums

DeathLord17 - PokeMMO server Pokemon Code Generator - RaGEZONE Forums

ecYJN - PokeMMO server Pokemon Code Generator - RaGEZONE Forums



FAQ:

Q:
My client crashes as soon as i enter a battle after adding an NPC
A:
Refer to martinx's post:
You have to generate the client data.
That means: Add the pokemon.json file server-side and then execute the file "GenerateClientData" that is in the Server folder.
And that will generate the pokemon.json file client-side.

Credits to bitou for telling me that :)
+ this will need to be done for generateMoveData aswell for the client.
-please give feedback and any ideas!

!*!*!*!*!*THIS HAS BEEN DISCONTINUED DUE TO LOSS OF SOURCE CODE*!*!*!*!*!
 

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Last edited:
Joined
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hmm, let me see, because you had that problem when entering the normal battles after you put your own code in too, did you figure out the fix for it, as we all need it aswell :D
 
Skilled Illusionist
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Already know that moves (attacks) must be without caps like "tackle" instead of "Tackle".
PNGs must be 32 bits, but I have all that ok.
Tried with your tool aswell, and didn't worked.
But, follower is working, I can see the pokemon, the problem is in battle.
Maybe something with the ability or movements?
Idk :/
 
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no if it's with battles, then it could be any of these:
battle images (back/front) of sprites won't load
pokemon info somehow isn't reading (maybe our editors are saving wrong)
 
凸(ಠ益ಠ)凸
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Great release, i'm happy to see development and tools being released for this.
 
Skilled Illusionist
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This is a normal pokemon code:

Code:
	"151": {
		"name":			"Mew",
		"type1":			"psychic",
		"ability1":		"synchronize",
		"genderRatio":	-1,

		"experienceCurve":	"mediumSlow",
		"catchRate":	45,
		"baseExp":		64,
		"baseStats": {
			"hp":		100,
			"atk":		100,
			"def":		100,
			"spAtk":	100,
			"spDef":	100,
			"speed":	100
		},


		"learnset": [
			{"level": 1, "move": "pound"},
			{"level": 10, "move": "transform"},
			{"level": 20, "move": "mega punch"},
			{"level": 30, "move": "metronome"},
			{"level": 40, "move": "psychic"},
			{"level": 50, "move": "ancientpower"}
		],

		"learnableTM": [
			"TM01", "TM02", "TM03", "TM04", "TM05", 
			"TM06", "TM07", "TM08", "TM09", "TM10", 
			"TM11", "TM12", "TM13", "TM14", "TM15", 
			"TM16", "TM17", "TM18", "TM19", "TM20", 
			"TM21", "TM22", "TM23", "TM24", "TM25", 
			"TM26", "TM27", "TM28", "TM29", "TM30", 
			"TM31", "TM32", "TM33", "TM34", "TM35", 
			"TM36", "TM37", "TM38", "TM39", "TM40", 
			"TM41", "TM42", "TM43", "TM44", "TM45", 
			"TM46", "TM47", "TM48", "TM49", "TM50", 
			"HM01", "HM02", "HM03", "HM04", "HM05", 
			"HM06", "HM07", "HM08"
		],

		"evYield": {
			"hp": 3
		}
	},

And this is how the tool is making the code:

Code:
	"151": {
		"type1":			"psychic",
		"ability1":		"synchronize",
		"genderRatio":	-1,

		"experienceCurve":	"mediumSlow",
		"catchRate":	45,
		"baseExp":		64,
		"baseStats": {
			"hp":		100,
			"atk":		100,
			"def":		100,
			"spAtk":	100,
			"spDef":	100,
			"speed":	100
		},


		"learnset": [
			{"level": 1, "move": "pound"},
			{"level": 10, "move": "transform"},
			{"level": 20, "move": "mega punch"},
			{"level": 30, "move": "metronome"},
			{"level": 40, "move": "psychic"},
			{"level": 50, "move": "ancientpower"}
		],

		"learnableTM": [
			"TM01", "TM02", "TM03", "TM04", "TM05", 
			"TM06", "TM07", "TM08", "TM09", "TM10", 
			"TM11", "TM12", "TM13", "TM14", "TM15", 
			"TM16", "TM17", "TM18", "TM19", "TM20", 
			"TM21", "TM22", "TM23", "TM24", "TM25", 
			"TM26", "TM27", "TM28", "TM29", "TM30", 
			"TM31", "TM32", "TM33", "TM34", "TM35", 
			"TM36", "TM37", "TM38", "TM39", "TM40", 
			"TM41", "TM42", "TM43", "TM44", "TM45", 
			"TM46", "TM47", "TM48", "TM49", "TM50", 
			"HM01", "HM02", "HM03", "HM04", "HM05", 
			"HM06", "HM07", "HM08"
		],

		"evYield": {
			"hp": 3
		}
	},

Don't know if that is important anyways :)
 
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